All Patrons ($1+) get to vote on a general GURPS topic
- A Deep Dive into Conditional Injury: I've been using Douglas Cole's Conditional Injury for my ships, but how well does it handle personal combat? I'll do a thorough review of the article, make suggestions on how to alter it or improve it and discuss how it might apply nicely to certain genres.
- A Review of Fantastic Dungeon Grappling: I backed Douglas Cole's recent backstarter, not for the product itself, but because I wanted a copy of Dragon Heresy and Fantastic Dungeon Grappling. This might also turn into a review of Technical Grappling, as they're essentially the same thing (as I understand it).
- Trademark Moves as Style Basis: Back when Pyramid was still a thing, I had one idea for writing an article: the synergy between designing trademark moves and martial arts styles, and how to use one to build the other. It's a topic I find myself explaining to people online regularly, so I could codify it into a single post.
- Martial Arts as Power-Ups: When I started working with GURPS Martial Arts, I found it a little disappointing, as I was used to a different style, similar to Exalted where one buys moves and powers rather than some nuance to a skill. I've recently been exploring power-up ideas for martial arts and struck upon an idea of how to combine the two. (This topic has obsessed me recently, and I actually have a mess of worked examples already)
- Plague Creation Rules: As part of Orphans of the Stars' biotech rules, I worked out some guidelines for creating your own diseases: how severe should they be, what sort of knock-on effects might a disease have, etc.
- A New Ultratech Framework with Setting: So back when I created my series on Ultra-Tech frameworks, I had a sample setting that I wanted to release to illustrate it. I left it unfinished as it took more work than I expected. I could round it off fairly easily and release it, if you're interested.
For Rule Collation:
- The Basics: BAD in Psi-Wars, Impulse buys, and other basic core rules of Psi-Wars
- The Call to Adventure: how to get a Psi-Wars adventure started
- The Road to Adventure: Space and Planetary Travel in Psi-Wars
- Unveiling the Secrets of the Galaxy: Investigation in Psi-Wars
- Action: Combat rules and Vehicular Action rules
- Templates! Just pick a template and revisit it!
- Psionic Powers, including Negative Psi and new Techniques and Powers
- Communion, with all the various little rules its picked up over the years.
- The Eldoth, the Deep Engine, and their servitors
- The Skairos, the Devils of Persephone and the Labyrinthine Worlds
- The Templars and their secretive Chapters and the Temples of Communion
- The Cult of the Mystical Tyrant, the Imperial cult and their catspaws
- The Ghosts of Broken Communion and Death Cults
- The Anacridian Scourge, its corruption, its relics and its connection to the Machine-World of Azrael.